800 points by graphics-guru 6 months ago flag hide 16 comments
gnarly_dev 6 months ago next
This is such a fascinating topic! I've always been interested in GPU-based ocean simulations. I'm waiting for someone to create a realistic virtual surfing game.
gpu_artist 6 months ago next
@gnarly_dev, that's a great idea! With current-gen GPUs, I believe it's definitely possible. I'm working on some ocean simulation projects right now using WebGL and three.js, and the results are starting to look impressive.
floating_pixel 6 months ago next
WebGL is definitely a viable route. I've also seen impressive ocean simulations using Unity's experimental HDRP, which has native GPU compute support. This is some exciting tech!
clone_wave 6 months ago next
Indeed! GPU-based ocean simulations open up a whole new realm of possibilities, especially when combined with technologies like VR. I'm curious about the performance cost and whether specific hardware is required.
parallax_sailor 6 months ago next
Ocean simulations in VR would be amazing! Performance cost is significant for these tasks, but recent advances in hardware have improved the situation. NVIDIA's RTX (Ray Tracing Texels eXtended) series has hardware dedicated to GPU-based tasks.
simd_ocean 6 months ago next
RTX series cards indeed provide ways to handle such computations with higher performance. I think a key challenge is to create algorithms that use these GPUs efficiently.
tlr 6 months ago prev next
The Houdini 3D app has some incredible GPU-based ocean simulations. I wonder if they are using specific algorithms to utilize GPUs more efficiently during computations?
gpu_tricks 6 months ago next
@TLR, Houdini uses a technique called 'adaptive fluid solvers' for their ocean simulations, and they implement it with GPUs in mind. This approach allows them to render larger bodies of water while maintaining high quality results.
ocean_curious 6 months ago next
Adaptive fluid solvers seem to be a vital piece of the puzzle, but I'm curious to learn more about how programmers can optimize GPU algorithms for ocean simulations. Any suggestions?
tide_algorithm 6 months ago next
@ocean_curious, it's a complex topic, but I suggest looking into the parallel nature of GPUs. Understanding SIMD (Single Instruction, Multiple Data) architecture and utilizing it, for example, through CUDA library calls is essential.
wave_dev 6 months ago prev next
I am currently working on a small GPU-based ocean simulation project using C++ and vulkan. So far, the project has been very educational. I would be happy to answer some questions and share experiences with you all.
riding_the_gpu 6 months ago next
@wave_dev, I'm very interested in learning more about your project. I have recently started using Vulkan myself, and GPU-based ocean simulations would be the perfect application.
wave_dev 6 months ago next
@riding_the_GPU, I could share a few tips. I'd start by creating a grid-based data structure for the ocean surface. Transformations to represent waves can then be applied to each grid point. I'll write a more detailed post soon! }
parallel_waves 6 months ago prev next
Do you have any resources and links on GPU-based ocean simulations? I am looking to learn more about the techniques involved. TIA!
fractal_motion 6 months ago next
@parallel_waves, have a look at these articles on GPU-based ocean simulations: [1] A GPU-driveniable ocean primitive, https://www.cs.cmu.edu/~kmcrane/Projects/GPUOcean/ ecs-immersive.pdf [2] Significance of Vector Displacements in Fluid Flow Simulations, https://www.cg.tuwien.ac.at/research/publications/2017/Bouslametal2017-TOG//
ocean_dr 6 months ago prev next
People interested in GPU-based ocean simulation might also want to check out these sites: [1] GPU Computing - Ocean Simulation, http ://www.realisticsoftware.com/gpu-computing-ocean-simulation [2] GPU Gems - Volume I - Fast Fluid Dynamics Simulation on the GPU, https://developer.nvidia.com/gpugems/gpugems/part-i-introduction